Reverse Beat lasts for a short time period, even outside of a combo. For example, if Nanaya does a 2C->5A reverse beat, then does dash throw, the throw has the RB penalty.
I see. Alrighty, thanks for the info. That clears it up. So, the duration that RB lasts for, how long, about? Like 5 seconds? 10? I'll have to figure out a decent amount of time to reset the variable I use to keep track of reverse beat, rather than immediately when a move reaches completion.
Oh man, that's rather strict then... Cause if you keep trying to chain combo to combo with a reverse beat penalty, you'll be stuck at that low reverse beat percentage.
You don't have to be in a combo to reverse beat. In the example arlieth just said, the 2c5a doesn't have to combo to get the penalty, it gets penalized on move activation. That means even if the 5a gets beat out during its startup, like with a nero deer for example, you still get the penalty. This also happens if you try doing something like j.c land 2a, but press A too early and get j.a, you'll get a reverse beat but the j.a will have been canceled by landing before its active frames.
Oh... That makes things more complicated, then... Even if it doesn't combo... RB is still active... Gonna need another variable for that... @_@
And still, how long is that window of time when RB is active?
I don't totally understand the second example you gave. So j.C -> j.A causes a reverse beat, simple enough. But then if you hadn't accidentally hit A too early and used the 2A, the 2A would still receive RB penalty, right?
Just to check, going from an EX move like 236A to a basic move like 2A or 5C counts as reverse beat? And Arc drives, too?
Oh yeah, another question in relation.. How does damage dampenning occur in relation to Nanaya's j.B? Cause it hits twice. The data at shoryuken wiki says j.B does 500 damage... So I guess both hits do 250, and there's no dampening inbetween the hits? And in that case, do both hits share the same damage proration?
And on a similar note, for Aoko's [5C], the data says it does 1800 damage. But the attack is 4 separate hits, the kick, and then 3 hits from the energy that shoots out of Aoko's foot. So, how is the damage split between these 4 hits?
For the j.[c] the data splits the two hits, but 5[C] doesn't.
Last question of the night, sorry for so many... @_@
I read this in Shiki Tohno's entry.
Ground throw: 1461/781 (really is 500+1000/500+300, but the game counts it as two hits so damage scaling kicks in one the second part). No special properties.
Does this apply to Nanaya, as well? And something doesn't totally make sense... If scaling applies to the second hit, then it'd be 1000 + 500*.96875, right? That calculates to 1484.375. It's a bit higher than the data, so I thought I'm probably not calculating it correctly...
Thanks again for the help. ^_^ See ya~